Blender 5.3 released with Gaussian Splat support

(blender.org)

203 points | by amlib 1 hour ago

12 comments

  • Retro_Dev 1 hour ago
    Every time I hear about Gaussian splatting, I think about triangle splatting[0] - GPUs were built to render triangles, so I wonder what games would be like if we supported generating and rendering them as much as we do Gaussian splats.

    [0] https://trianglesplatting.github.io/

    • guitarlimeo 1 hour ago
      The Dreams game engine (only for PS4) does this and is able to achieve scenes that no other game engine can. Here's a technical talk about how they did it: https://www.youtube.com/watch?v=u9KNtnCZDMI

      Actually sorry not sure if they use triangle splatting, but gaussian splats at least.

      • mrandish 17 minutes ago
        The Sony Dreams beta in 2018, was truly revolutionary and even today the world hasn't caught up with a lot of its breakthroughs. I'd been deeply involved in the design of high-end, pro digital media authoring tools for two decades and when I saw that beta it blew my fucking mind.

        Media Molecule (LittleBigPlanet) spent over 8 years creating Dreams, which would never have happened without Sony's funding, but the tragedy was forcing what could have been a brilliant high-end authoring tool into a gamepad / lean-back interface. Even now, there are still innovative UX approaches in Dreams that could be adapted into high-end 2D, 3D, compositing and animation tools like Blender.

      • Boxxed 55 minutes ago
        Pretty sure they use SDFs, not triangle or gaussian splatting
        • debugnik 48 minutes ago
          If I recall their talk correctly, models are unions of SDFs, which get sampled into a point cloud, and each point gets splatted as another SDF primitive called a "fleck".
        • guitarlimeo 38 minutes ago
          Ah thanks for the correction. The splat terminology they also use confused me.
    • sorenjan 1 hour ago
      They've made a follow up to that called MeshSplatting. https://meshsplatting.github.io/
    • lambda 44 minutes ago
      I think that Gaussian splatting is generally better, as the Gaussians are smoother and easier to optimize, if you can use them.

      Things like triangle splatting are useful if you have to integrate into an engine that only support triangles. But with modern graphics pipelines, you can implement Gaussians quite efficiently, including newer techniques like Gaussian point splatting that can scale up seamlessly to enormous scenes:

      * Video: https://www.youtube.com/watch?v=2AWv_nIfp-U

      * Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...

      * Repo: https://github.com/JorisAR/gaussian-point-splatting

    • weryberl5 22 minutes ago
      Honestly there should be many more types of splatting imo...
  • mturk 1 hour ago
    Bundle support in geometry nodes is huge for complex pipelines and workflows, particularly when combined with lists and closures. I have been running on the alpha builds to get access to them in my workflows.

    It took me a while to properly understand it, but it's genuinely great. It maps so much more of what I expect from traditional coding, scripting etc into the visual paradigm and makes an awful lot easier to use.

    Also, should out to databpy and nodebpy, both of which are indispensable and make using nodes and blender so much nicer:

    https://github.com/BradyAJohnston/databpy https://github.com/BradyAJohnston/nodebpy

  • unshavedyak 32 minutes ago
    If you enjoy or get value out of Blender please consider donating: https://fund.blender.org/

    They have easy subscription options, even a monthly coffee adds up! Thanks!

  • load-bearing 1 hour ago
    Interesting discussion from start of this year of one of the first popular music videos made with this technology. Some decent explanations in there.

    https://news.ycombinator.com/item?id=46670024

    • PyWoody 53 minutes ago
      Wow, that video made me instantly nauseous.
      • Groxx 46 minutes ago
        If you'd like a somewhat more sedate example: https://youtu.be/J1-yToxKOzI

        Their LazyPosy channel has a video about how they made this one, difficulties, etc if you're interested in that too. More practical than technical, though it wasn't done with Blender.

  • gregsadetsky 47 minutes ago
    Does anyone have recommendations for video / 4d splats? Are there softwares / techniques to check out? How to record, render, etc.

    Thanks!

  • dvh 16 minutes ago
    You show something to your boss, he pats you on the shoulder and says "Perfect! Just move chairs 2 feet left and ship it". How does one do it with gaussian splats?
  • devy 1 hour ago
    Apparently, while Gaussian splatting is not the core technique for all world models, it has become a dominant representation and rendering backend for spatial and reconstructive world models.
  • jfrei 51 minutes ago
    Pretty cool that Gaussian Splatting is included in Blender. It always amazes me how many (sometimes pretty hidden) features Blender provides while still being rather a lean piece of software. I believe though that Gaussian Splatting is not ideal for getting well-structured mesh data with limited vertices for typical video game usage. I'm wondering where this is going in the future.
  • aurareturn 1 hour ago
    For those who use Blender for work, how far are models like Astra away from using Blender to create something good enough at a junior, senior level?
    • commieneko 2 minutes ago
      I've been using Claude to drive Blender with the official Blender MCP server. Mixed results; but some of them very good.

      Claude Opus is very good at creating geometry nodes for specific applications. You have to know what to ask for. It's not a magic genie.

      For example, I asked it to make a node setup to create the geometry for a table. It did a mediocre job of it. Then I told it to do research on the nomenclature for tables and create a parametric control interface to generate tables with the UI using the table nomenclature. It did a very good job of that. It set it up so that I could put the units in using Imperial or metric. I also asked it to come up with reasonable default values for the parameters and it did. With just a little tweaking I have a very useful table generator for greyboxing scenes.

      I then did a similar round with it for book cases and straightback chairs with useful results.

      I asked it to make material nodes for wood: oak, maple, etc. And it did a pretty good job of that. Nothing amazing, but a useful place to start.

      It won't be replacing people that know what they are doing, but its useful for giving that person better specifications for what you want.

      I had Claude keep notes on the project and it made a skill that has been useful for later projects.

      Think of it as a very bright intern that works very fast but has very little practical experience.

      The problem, of course, is that if AI replaces interns, then there may not be a future generation of experts. By then, though, the AIs may be good enough to replace the experts. Next year? Next week? Who knows. If you guide it right to learn as it works, it _does_ get better over time.

      I have no idea what to expect or what the actual limits of this tech is. I've see it make really hilarious mistakes, then turn around and explain the math its using so well that I can ask for what I want "properly" and it's surprised that that was what I really wanted.

      It is like dealing with a very well read alien.

      If the AIs don't end up murdering us all in our sleep it could be an amazing world we are entering.

    • bachittle 1 hour ago
      Fable 5.2 is really good at using Blender from my testing. That being said, even smaller models are good enough for junior level work, it just depends on what deliverable or metric you are looking at. Most agentic LLMs can now do low poly assets for example.
    • a34729t 35 minutes ago
      Blender can be guided with Opus 5.5 to do reasonably detailed buildings and generate textures, and modify existing models, say a car, and add doors. There is still a lot of handholding, but it's good enough!
      • sehw 27 minutes ago
        We don't use "AI" for serious work.
        • guipsp 21 minutes ago
          Congrats! That's unrelated to the grandparent comment tho.
    • Tade0 27 minutes ago
      I don't know a about Blender, but frontier models already do a good job generating scenes in Three.js:

      https://threejseval.com/

    • tmpz22 5 minutes ago
      Most of these platforms support scripting, meaning software development strategies can be applied to iteratively developing graphics etc.

      Though with some graphic design tools you have to proxy it with AppleScript because there is no other automatable interface with the design tool.

    • colechristensen 47 minutes ago
      More skilled technology users get better results when asking LLMs to do technology things.
  • hermitShell 1 hour ago
    We are converging on text specification to 3D world. Gaussian Splat technology doesn't get as much hype as it deserves. The killer app for VR headsets is still to come.
  • baxuz 32 minutes ago
    Wanted to get into GS for 2 years already, and I have no idea where to even start. It's such a fast-paced field.
  • stefantalpalaru 16 minutes ago
    [dead]